Update #29 - BOSS RUSH
“Hit it again.” Those words were uttered by a genius crook in the best action film ever made. What is it? Not telling, you should know by now. Why did he say them? Because the police had sent in the SWAT team, and they got caught out so they needed backup, and that got taken out with extreme prejudice. Planning for multiple outcomes is very wise, and our European friend planned for every single one. Well, except for the cop playing cowboy outside of his jurisdiction.
Well, you might need backup now, because every single Boss in the game now has goons helping them out! It’s made fights slightly tougher, but also way more interesting, so dive in and see what you think! We’ve also been hard at work fixing issues under the bonnet so we’ve got a much more solid framerate now, while we’ve been prepping some work on AI, but more on that later.
Until then, here’s a pic of my personal favourite element of the update this week, Ghoul Squad Level 3 can get pretty… hectic!
I’ve been able to balance some of the enemy spawning rules and will continue to do so in an effort to make more exciting, varied and memorable levels like this. All our hard work is paying off!
Time for a fair warning - we’re experiencing a few crashes from new players, and we’ve managed to put a chunk of sneaky code in to try and root out the problem - though we’re unable to replicate it with much reliability ourselves. We’re about as far from New Players as you can be.
If you do experience a crash, please do get in touch on the forums right here on Steam, via twitter or on email (firstname.lastname@example.org) - we’ll ask for your crash log, which should be in in your root Tango Fiesta directory, labelled with the day’s date and the sessions play time.
This is the only way we can fix these kinds of things so any help you guys and gals can give is hugely appreciated.
Generic bad guys now spawn in all Boss Fights on Standard and NG+
HUD flash for when you fire weapon added
Champions are now worth double points
Live dropout fixed for multiplayer
Weapon graphics are now removed from play when a player drops out
Fixes for achievement unlocking in Boss fights, which were occasionally stopping progression at the end of fights
Higher chance of Hunters appearing in Jungle-3
‘A Revive’ graphical prompt no longer remains after Revive is successful in co-op
Choppers made slightly less deadly (fewer shots, slightly less damage per shot)
Aliens now shoot lasers with correct sfx (easier to spot them!)
Flamer enemies in Killionaire much less annoying (shorter range, shorter view distance)
Yatcha boss fight made more balanced/fair, with fewer Hunters and more goons
Fixed ghost and zombie champion health issues, they’re now set up correctly (too easy before!)
Zombies now flip to face the direction they’re moving in
Zombie shaders fixed, no more white outlines.
Memory improvements with pathfinders, speeding up the game’s performance
Improved performance for all game pawns
Improved pathfinder performance
Pathfinder node sizes fixed, speeding up the game’s performance
Updated Ghoul Squad Level music
Updated Ghoul Squad Boss music
Updated Running Man Boss music
Updated all enemies so they have score values
Changed values so the Ghoul Squad-3 is a zombie horde level. Quite a different feel, tons of bad guys over time, very fun!
Bionic Cop made slower, uses his stamina faster. Tanking him up for more distinction between the player characters
Amended Zombie melee and touch damage so they deals lightly more now
Well, not bad for a couple week’s work!
What are we up to next? I’m glad you asked, and I did tease about the AI. Well, our next focus is on getting the enemies to be smarter, more fun to play against, and more exciting in their range of behaviours. We’re aware of some bugs preventing that from happening, but while we’re rummaging around in there we’ll take the opportunity to add a few neat ideas we’ve had over the game’s development too. Watch this space!
Toodles for noodles!
The Spilt Milk team